Exploring raycasters and possibly make a little "doom like" game based on it.
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raycaster/map_view.cpp

68 lines
1.8 KiB

#include "map_view.hpp"
#include <functional>
#include <string>
#include "dbc.hpp"
#include "components.hpp"
#include "rand.hpp"
#include "animation.hpp"
#include "rand.hpp"
#include <codecvt>
#include <iostream>
namespace gui {
using namespace components;
MapViewUI::MapViewUI(GameLevel &level) :
$level(level), $tiles(level.map->width(), level.map->height())
{
}
void MapViewUI::update_level(GameLevel &level) {
$level = level;
}
void MapViewUI::init(int x, int y, int w, int h) {
$gui.position(x, y, w, h);
$gui.layout(
"[*%(100,900)map_grid]"
"[_ ]"
"[_ ]"
"[_ ]"
"[_ ]"
"[_ ]"
"[_ ]"
"[_ ]"
"[_ ]");
for(auto& [name, cell] : $gui.cells()) {
auto box = $gui.entity(name);
if(name == "status") {
$gui.set<guecs::Sprite>(box, {"paper_ui_background"});
} else if(name != "map_grid") {
$gui.set<guecs::Rectangle>(box, {});
$gui.set<guecs::Label>(box, {name});
}
}
auto grid = $gui.entity("map_grid");
$gui.set<guecs::WideText>(grid, {L"Loading...", 25, ColorValue::DARK_LIGHT, 20});
$gui.set<guecs::Sprite>(grid, {"paper_ui_background"});
$gui.init();
}
void MapViewUI::render(sf::RenderWindow &window) {
$tiles = $level.map->tiles();
auto grid = $gui.entity("map_grid");
auto player_pos = $level.world->get<Position>($level.player);
std::string map_out = $tiles.to_string(player_pos.location.x, player_pos.location.y);
std::wstring_convert<std::codecvt_utf8_utf16<wchar_t>> converter;
std::wstring map_wstr = converter.from_bytes(map_out);
auto& map_text = $gui.get<guecs::WideText>(grid);
map_text.update(map_wstr);
$gui.render(window);
}
}